3DVagabond
Lifer
- Aug 10, 2009
- 11,951
- 204
- 106
I think the key is why did one of the worlds most impressive engineering institutions feel that higher levels of tessellation are needed?
It just may -- because Crysis 2 uses more tessellation than any title to date and yet when one reduces the tessellation, there are artifacts.
Maybe if the developers used x16, it would of been full of artifacts and not worth adding at all. I would like to know the answer to this.
I'd have to see it before I could honestly try and answer that, and I'm not likely to. A very likely cause though is texture mapping errors. Since textures are applied to a model per polygon. It's easier to mess up UV coordinates when editing a model than it is to keep it right. The assumption that it's because of 16x tessellation though makes no sense at all. At least none I can think of. You can subdivide a model as much as you want to without ill effects. Each time you subdivide it, it gets smoother, nothing else, at least once you've weighted the vertices. In this case though we have the game applying 64x and then after the fact, software trying to reduce it. It would be very easy to mess up the model during this process as opposed to not applying as much in the first place.
Of course, the equally ridiculous appeal to authority is why did one of the world's most impressive engineering institutions feel that tessellation is only effective up to 16x?
AMD has stated that anything more than one (tri)poly per 6 pixels is ineffective. Sorry, it's from an old article. I doubt I could find it. Hopefully you can accept my word that it's true. Or, can remember it as well.